[crossfire] shops and stealing

Miguel Ghobangieno mikeeusaa at yahoo.com
Sat Dec 31 12:03:25 CST 2005


I like the idea.

--- Mark Wedel <mwedel at sonic.net> wrote:

> 
>   For a long time, the thief skill stealing has been
> available, but the only use 
> was the limited ability to steal from monsters.
> 
>   With the addition of new fields in the map header
> for shops, it'd seem like it 
> would not be possible to extend stealing to shops. 
> Not that the current headers 
> are really in any way useful, but in a sense,
> because they sort of give an 
> example of extending the shop attributes.
> 
>   What I'd suggest then is fields like:
> 
> steal_adjustment:  Represents how hard/easy it is to
> steal from this shop.  A 
> positive value denotes it is easy, negative value
> means it is hard.
> 
> max_steal_value: Maximum value of an object that can
> be stolen from this store. 
>   Thus, if someone drops a 10,000 pp item in a shop
> easy to steal from (which 
> normally has junky stuff), one wouldn't be able to
> steal it, because this value 
> for the shop may be something like 10 pp.
> 
> jail_map:  If the theif is caught, map where they
> are sent.  At least scorn has 
> a jail if I recall - not sure if other maps.  But
> basically, get caught 
> stealing, have to sit around for 5 (or more)
> minutes.  Easier shops would 
> probably sentence you to less time.   This could be
> in the form of mapname at x,y 
> to denote coordinates to put the player into.
> 
>   If you succeed, you get exp based on the value of
> the object as well as actual 
> difficulty of the attempt.
> 
>   For difficulty, I would say it should be based on
> the weight of the object (we 
> don't have a size, but generally these two are
> somewhat related).  Harder to 
> steal a suit of plate armor than a ring.  But the
> value of the object should 
> also have an adjustment - that shopkeeper is going
> to keep a closer eye on those 
> expensive items.
> 
>   Also, stealing would only be allowed if some of
> those fields exist (maybe 
> jail_map - allowing stealing on a map with no
> penalty seems like a bad idea, but 
> I could certainly see steal_adjustment being zero
> and max_steal_value also not 
> being set (but probably not on the same map)).
> 
>   I'd also add that no matter how good a thief the
> person is, there should 
> always be some chance of being caught (a fumble) -
> since I think chances are 
> percentage based, this could be 1% chance.  Thus, in
> a sense, a player that 
> tries to steal a lot as an alternative to
> adventuring for exp could do so, but 
> is going to get caught now and again and have to
> spend time in jail.
> 
>   As for stealing, it may be easiest to have
> something like 'steal inventory' 
> command, which attempts to steal the unpaid items
> currently in your inventory. 
> If you succeed, the unpaid flag is cleared, if fail,
> go to jail.  Probably limit 
> it to 1 item per try just to reduce rate of
> stealing.
> 
>   thoughts?
> 
> 
> 
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